SIGGRAPH 2018 is almost here! This year’s conference spans over August 12-16 in Vancouver. Some of TurboSquid’s & PixelSquid’s finest will be present, so if you’re attending or just want to follow along through social media, here’s everything you’ll need to know. What does SIGGRAPH stand for? The Association of Computing Machinery’s Special Interest Group on Computer Graphics and Interactive …
Artist Guest Post: 3Dslm
For this week’s artist guest post, we wanted to share a tutorial highlighting basic shapes with well-done textures. Stroiny Lucian, better known as 3Dslm in the TurboSquid community, includes some WIP videos of how he made his Wooden Toys model. While the models are simple in shape, the quality of the textures are the true meat and potatoes of this …
Speed Up Your Purchase With Express Checkout
We’ve just released a feature that has been long requested by many of our most frequent customers: Express Checkout. This feature is designed with our power users in mind. You can now save a default purchasing method from within your Cart, and then use that payment method to quickly purchase individual models directly from the product page. This means that …
TurboSquid Headed To GDC
Each spring, thousands of game developers descend upon San Francisco for a week of learning and re-connecting with others in the industry at the Game Developers Conference (GDC). It’s one of our favorite shows to attend, as we get to catch up with lots of our top customers (and also some artists!). Last year, we convened a gathering of the members of our StemCell Industry Council, and this year we’ll be catching up with many of them to update them on StemCell’s progress.
StemCell Program Launched to TurboSquid Artist Community
New Orleans, January 12th, 2018 — TurboSquid, the world’s largest 3D marketplace, announced this week that its StemCell model standardization program launched to its massive community of 3D artists. The StemCell initiative greatly simplifies the process of building, buying, and using 3D models. The differences across 3D modeling apps, file formats, and rendering engines make it difficult to develop large-scale libraries …